Combat effective Healing is somewhere between common to rare depending on how much
of a role the Supernatural plays in a given Hunter team. A group with one or more
Mystics, Psychics, or Believers might have quite good access to better than modern
medical healing on a frequent basis. On the other hand, it is equally likely that
a given Hunter team has no such access. In addition to Supernatural options, some
high tech first aid kits might be represented by Healing at the GM's discretion.

Here There Be Monsters characters get hurt often and might have some residual damage
from previous encounters. However, out of combat healing is fairly common assuming
a character can afford professional medical treatment in a high tech facility.

It is expected to be very common for characters to have various means of self-healing
or recovering, and / or lots of BODY.

Here There Be Monsters is primarily episodic in nature, and characters will generally
have time to recover off-screen between episodes.

While high tech medical facilities can save a character from the verge of death
if they are accessible, there is no mundane form of resurrection. Some Supernatural
aspects might allow resurrection, but nevertheless it should be an edge case.

A GM might want to consider having all players prepare and maintain an "understudy"
character that is ready to be brought into play fairly quickly in the case of the
untimely death of their primary character.

This paradigm is expected to be mid powered and to rise into high power as Hunters
gain experience. It is assumed that new characters in this paradigm start with 75
Base Points and up to 50 points from Complications. This value can be altered by
the GM at will.

HIGH / LOW

A GM can easily kickstart the campaign to a higher level of play by granting Experience
to characters to represent their status as veteran adventurers when the campaign
starts, but this is not as common in this paradigm. Similarly the GM could downscale
the characters to represent that they are somewhat green when the campaign starts

EXPERIENCE

In play GMs should be somewhat fluid with XP awards to encourage a sense of growing
power and so that the scale of the antagonists can be ramped up as the group gets
saltier. Without this feeling of ascending scale a sense of boredom can set in;
you can only kill so many zombies before it becomes boring and routine. There are
always bigger, more dangerous missions that can be cooked up to maintain the challenge
level, and when a GM starts to feel like the game is in a comfortable place the
XP flow can be tapered off to keep the PC's in that point range for a while.

RELATIVE POINT LEVELS

The following chart vaguely indicates relative status levels by adjusted character
points. The titles are not intended to have any literal meaning; they are just intended
to give an idea of the status of a character with that many character points relative
to the setting.